#Multiple players getting the ball when the proximity prompt is interacted with
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Send the important part then
here are most likely the issues your running into
- The proxprom.Triggered function is connected to every player who joins. Ensure that the trigger is only affecting the local player who activated it.
- Variables like ballclonerefrance and weldrefrance are declared globally, which can cause conflicts if multiple players are using the script simultaneously. These should be scoped to each player's context.
- When the proximity prompt is triggered, you should ensure that the player reference (plr) is the one that triggered the prompt.